RulesPal
Chat
Rulebook
Volle Weide thumbnail

Volle Weide

Volle Weide Rulebook

Table of Contents

Table of Contents

  • Setup
  • How to Play
    • What if we roll the same number again?
  • Mid-Game Scoring
  • End of the Game and Final Scoring
  • Side B
  • Solo Mode

Setup

Place the die in reach and each take a pencil and a game sheet from the pad.

The game sheets have a light (A) and a dark (B) side. Make sure that you are all playing with the same side. We recommend playing with the light side (A) for your first game. The dark side (B) uses an extra rule, which is explained later.

Begin by colouring in 1 of the sheep on your game sheet. This black sheep is worth 2 sheep when it comes to scoring. Then shuffle everyone's game sheets face down and deal them out again amongst you.

There is a meadow on your game sheet. It's already full of posts for you to draw your fences between. The fence track underneath the meadow shows you which fence shape you can draw with different rolls. The meadow is also home to frolicking sheep and flourishing bushes and clovers. The sheep score you points when you fence them in. Bushes lose you points if you draw your fences through them. Fenced-in clovers resolve ties at the end of the game. The table above the meadow shows you how many points you score for your fenced-in sheep (1 sheep = 1, 2 = 3, 3 = 6, 4 = 10, 5 = 15, 6 = 21, 7 = 28, 8 = 36, 9 = 45, 10 = 55, 11+ = 66).

Note your points on the scoring track along the bottom edge of your game sheet. Just above that is the round tracker, which shows you how much longer you have to play and when you next score points.

How to Play

Roll the die exactly once each round. The roll always applies for all players. Write the die result in the next free space on your round tracker.

Then draw the corresponding fence shape for that die result on your meadow. The fence track underneath the meadow shows you which fence shape you can draw with different rolls. You can draw the fence you've rolled anywhere on your meadow. It doesn't need to be connected to another section of fence.

The following rules apply when drawing:

  • You can rotate the fence shape, but you can't mirror it.
  • You must always draw the fence shape fully and exactly as shown.
  • Your sections of fence cannot overlap or cross each other.
  • You can draw the fence through bushes, but you'll lose 1 point per bush you draw through at the end of the game.

What if we roll the same number again?

If you ever roll the same number as you had in the previous round, don't write it into the next space on the round tracker. You still draw the fence shape in your meadow though.

Once you've all drawn the fence, the next round begins. Roll the die again and draw the corresponding fence shape. Keep playing like this until you trigger the mid-game scoring.

If you struggle with rotating the fence shapes in your mind, cut out the pieces printed on the rulebook to help you with your visualisation.

Mid-Game Scoring

When you write a number into the yellow space on the round tracker, it triggers the mid-game scoring to happen after this round.

Count all the sheep that you have completely fenced in. Check this number against the table along the top edge of your meadow to find your points. Write your points in the first space on the scoring track. The black sheep counts as 2 sheep for scoring.

Example: the players have rolled a 6. Dora writes the 6 in the yellow space on her round tracker and draws the corresponding fence shape in her meadow. She uses this fence to completely fence in her black sheep. Then the mid-game scoring starts. Dora has fenced in 2 white sheep and her black sheep. So, she counts 4 sheep (the black sheep counts for 2). She notes down 10 points for her 4 sheep, as indicated by the table.

After the mid-game scoring, continue playing as normal until you trigger the final scoring.

End of the Game and Final Scoring

When you write a number into the red space on the round tracker, the game ends after this round. Now we come to the final scoring.

Count up all your completely fenced-in sheep again (including the sheep you already counted in the mid-game scoring). Check this number against the table along the top edge of your meadow and write your points in the second space on the scoring track. The black sheep counts as 2 sheep again.

Then count how many bushes you have drawn fences through. Write the number of bushes in the third space on the scoring track to see how many points you lose.

Example: the players have rolled a 5. Dora writes the 5 in the red space on her round tracker and draws the corresponding fence shape in her meadow. Then the game ends. Dora has completely fenced in 6 white sheep and her black sheep, scoring 36 points. She also drew through 2 bushes, and so she loses 2 points. Dora has a total of 44 points (mid-game 10 + 36 - 2).

Now calculate your point total. The player with the most points wins! If there is a tie for 1st place, the tying player who completely fenced in the most clovers wins. If there is still a tie, the tied players share the victory!

Side B

On the dark side (B), you use all the same rules as described above. However, on this side, some of the posts in your meadow have been replaced with rocks. You cannot draw a fence between a rock and a post.

Solo Mode

If you're playing Fency Sheep on your own, use all the same rules. Colour in your own black sheep at the start of the game. At the end of the game, compare your point total with the table below. How well have you done?

PointsResult
<16The black sheep of the family
16-24Feeling sheepish
25-31Meh
32-36On the fence
37-39Not baaad
40-42Wool done
43-47Fence-tastic!
48-54You're a flock-star!
55-64Shear genius
65+So many sheep, I fell asleep!